skip to main content
10.1145/2513002.2513012acmotherconferencesArticle/Chapter ViewAbstractPublication PagesieConference Proceedingsconference-collections
research-article

SweatAtoms: materializing physical activity

Published:30 September 2013Publication History

ABSTRACT

Visualization plays an important role in motivating users towards physical activity. In this paper, we present a novel approach to represent physical activity in the form of material artifacts. We have designed a system called SweatAtoms that builds material artifacts using the measured heartbeat data during the physical activity. By crafting such material artifacts, our aim is to harness physical activity as a medium for self-expression and make the experience of participating in physical activity more engaging beyond screen-based feedback. This paper describes the implementation and design of the SweatAtoms system. We hope our work can inspire fellow interaction designers and researchers to consider the role of materiality while designing interactive technology to support physical activity.

References

  1. Anderson, C. 2010, In the Next Industrial Revolution, Atoms are the New Bits. In Wired, 2 (2010), 58--67.Google ScholarGoogle Scholar
  2. Anderson, I., Maitland, J., Sherwood, S. et al. 2007, Shakra: Tracking and Sharing Daily Activity Levels with Unaugmented Mobile Phones. Mobile Networks and Applications 12, 2-3 (2007), 185--199. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Assogba, Y. and Donath, J. 2009, Mycrocosm: Visual Microblogging. In Proc. HICSS'09, 1--10. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Berkovsky, S., Coombe, M., Freyne, J., Bhandari, D., and Baghaei, N. (2010). Physical activity motivating games: virtual rewards for real activity. In Proc. CHI 2010, ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Bravata, M. S., Smith-Spangler, C., Sundaram, V., Gienger, A. L., Lin, N., Lewis, R., Stave, C. D., Olkin, I. and Sirard, J. 2007, Using Pedometers to Increase Physical Activity and Improve Health: A Systematic Review. JAMA, 298(19), 2296--2304.Google ScholarGoogle Scholar
  6. Buechley, L. and Perner-Wilson, H. 2013, Crafting Technology: Reimagining the Processes, Materials, and Cultures of Electronics. Journal ACM Transactions on Computer-Human Interaction (ToCHI). Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Campbell, A. T., Eisenman, S. B., Lane, N. D., Miluzzo, E., Peterson, R. A., Lu, H., Zheng, X., Musolesi, M., Fodor, K. and Ahn. G. 2008, The Rise of People-Centric Sensing. IEEE Internet Computing 12, 4, 12--21. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Campbell, T., Ngo, B., and Fogarty, J. (2008). Game design principles in everyday fitness applications. In Proc. CHI 2008, ACM Press.Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Candy, L. and Hori, K. 2003, The digital muse: HCI in support of creativity: creativity and cognition comes of age: towards a new discipline, Interactions, 10 (4), 44--54. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Candy, L. and Edmonds, E. 2002, Explorations in Art and Technology, Springer-Verlag. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Consolvo, S., McDonald, D. W. and Landay, J. 2009, Theory-driven design strategies for technologies that support behavior change in everyday life. In Proc. CHI'09, 405--414. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Constructive solid geometry 2013, http://evanw.github.io/csg.js/Google ScholarGoogle Scholar
  13. Curmi, F., Ferrario, M. A., Southern, J. and Whittle, J. 2013, HeartLink: open broadcast of live biometric data to social networks. In Proc. CHI '13. ACM Press, 1749--1758. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Dance Central, Xbox360 2013, http://www.dancecentral.com/Google ScholarGoogle Scholar
  15. Dant, T. 1999, Material culture in the social world: values, activities, lifestyles. Open University Press.Google ScholarGoogle Scholar
  16. Deci, E. L. and Ryan, R. M. 1985, Intrinsic motivation and self-determination in human behavior. Plenum.Google ScholarGoogle Scholar
  17. Fan, C., Forlizzi, J. and Dey, A. 2012, A Spark Of Activity: Exploring Information Art As Visualization For Physical Activity. In Proc. Ubicomp '10. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. FarmVille pixel arts 2013, http://farmville.wikia.com/wiki/Hay_Bale_Pixel_ArtGoogle ScholarGoogle Scholar
  19. Fitbit 2013, http://fitbit.com.Google ScholarGoogle Scholar
  20. Gavin, J., McBrearty, M. and Seguin D. 2006, The psychology of exercise, IDEA Health and Fitness Source. 3. 2.Google ScholarGoogle Scholar
  21. Gershenfeld, N. 2007, Fab: The Coming Revolution on Your Desktop--from Personal Computers to Personal Fabrication. Basic Books, New York, NY. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Goffman, E. 1959, The Presentation of Self in Everyday Life. Penguin Books.Google ScholarGoogle Scholar
  23. Golsteijn, C., Hoven, E. van den, Frohlich, D. and Sellen, A. 2012, Towards a More Cherishable Digital Object. In Proc. DIS'12, ACM Press, 655--664. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Gonzalez, J. A. 1995, Autotopographies. In G. Brahm Jr. and M. Driscoll, Eds. Prosthetic Territories. Politics and Hypertechnologies, Westview Press, 133--150.Google ScholarGoogle Scholar
  25. Hallnäs, L. and Redström, J. 2001, Slow Technology; Designing for Reflection. Journal of Personal and Ubiquitous Computing 5, 3, Springer-Verlag, 201--212. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Healthgraph API 2013, http://developer.runkeeper.com/healthgraph/getting-started.Google ScholarGoogle Scholar
  27. Ishii, H., Lakatos, D., Bonanni, L. and Labrune, J. B. 2012, Radical atoms: beyond tangible bits, toward transformable materials. Interactions 19, 1, 38--51. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Jafarinaimi, N., Forlizzi, J., Hurst, A. and Zimmerman, J. 2005, Breakaway: an ambient display designed to change human behavior, In Proc. CHI '05 Extended Abstracts, ACM Press, 1945--1948. Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. Jansen, Y., Dragicevic, P. and Fekete, J. D. 2013, Evaluating the Efficiency of Physical Visualizations. In Proc. CHI '13, ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Karvitz, L. 2011, Exercise Motivation: What Starts and Keeps People Exercising? http://www.unm.edu/~lkravitz/Article%20folder/ExerciseMot.pdf.Google ScholarGoogle Scholar
  31. Kirk, D. S. and Sellen, A. 2010, On human remains: Values and practice in the home archiving of cherished objects. ACM Transactions on Computer-Human Interaction 17, 3, 1--43. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Klasnja, P. and Pratt, W. 2011, Healthcare in the pocket: Mapping the space of mobile-phone health interventions. Journal of Biomedical Informatics, 184--198. Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Konami Dance Dance Revolution. http://www.konami.com/ddr.Google ScholarGoogle Scholar
  34. Kuznetsov, S. and Paulos, E. 2010, Rise of the expert amateur: Diy projects, communities, and cultures. In Proc. NordiCHI '10. Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Li, I., Dey, A. and Forlizzi, J. 2010, A stage-based model of personal informatics systems. In Proc. CHI '10, ACM Press, 557--566. Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Li, I., Dey, A. and Forlizzi, J. 2011, Understanding my data, myself: supporting self-reflection with ubicomp technologies. In Proc. UbiComp '11, ACM Press, 405--414. Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. Lin, J. L., Mamykina, L., Lindtner, S., Delajoux, G. and Strub, H. B. 2006, Fish'n'Steps: Encouraging physical activity with an interactive computer game. In Proc. Ubicomp 2006, Springer, 261--278. Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Locke, E., and Latham, G. 1990. A theory of goal setting and task performance, Prentice Hall, Englewood Cliff, NJ USA.Google ScholarGoogle Scholar
  39. Maitland, J., Sherwood, S., Barkhuus, L., Anderson, I., Chalmers, M. and Brown, B. 2006, Increasing the Awareness of Moderate Exercise with Pervasive Computing. In Proc. IEEE Pervasive Health Conference, 1--9.Google ScholarGoogle Scholar
  40. Mellis, D., Follmer, S., Hartmann, B., Buechley, L. and Gross, M. D. 2013, FAB at CHI: digital fabrication tools, design, and community. In Proc. CHI EA '13. ACM Press, 3307--3310. Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. Merriam-Webster online dictionary 2006, {Definition of self-expression}. from http://www.m-w.com/dictionary/self%20expression.Google ScholarGoogle Scholar
  42. Miller, D. 2008, The comfort of things. Polity, Cambridge.Google ScholarGoogle Scholar
  43. Miller, D. 1987, Material culture and mass consumption. Basil Blackwell.Google ScholarGoogle Scholar
  44. Mota, C. 2011, The rise of personal fabrication. In Proc. Creativity and cognition (CandC '11), ACM Press, 279--288. Google ScholarGoogle ScholarDigital LibraryDigital Library
  45. Mueller, F. F., Gibbs, M. R. and Vetere, F. 2008, Taxonomy of exertion games. In Proc. OZCHI 2008, ACM Press, 263--266. Google ScholarGoogle ScholarDigital LibraryDigital Library
  46. Munson, S. A. and Consolvo, S. 2012, Exploring Goal-setting, Rewards, Self-monitoring, and Sharing to Motivate Physical Activity, Pervasive Health 2012, 25--32.Google ScholarGoogle Scholar
  47. Odom, W. et al. 2009, Understanding why we preserve some things and discard others in the context of interaction design. In Proc. CHI 2009, ACM Press, 1053--1062. Google ScholarGoogle ScholarDigital LibraryDigital Library
  48. Penis running map 2013, http://www.walkjogrun.net/routes/current_route.cfm?rid=CECB860B-965A-F636-FCF524466FB3D8A4Google ScholarGoogle Scholar
  49. Petrelli, D., Whittaker, S. and Brockmeier, J. 2008, AutoTopography: what can physical mementos tell us about digital memories?. In Proc. CHI '08, ACM Press, 53--62. Google ScholarGoogle ScholarDigital LibraryDigital Library
  50. Petrelli, D. and Whittaker, S. 2010, Family memories in the home: contrasting physical and digital mementos. In Personal Ubiquitous Computing, 14, 2, 153--169. Google ScholarGoogle ScholarDigital LibraryDigital Library
  51. Polar heart rate monitors 2013, http://www.polar.com/en/products.Google ScholarGoogle Scholar
  52. RunKeeper 2013, http://runkeeper.com/Google ScholarGoogle Scholar
  53. Sennett, R. 2008, The Craftsman, Penguin Books.Google ScholarGoogle Scholar
  54. Sheridan, J. 2010, When clapping data speaks to Wii: physical creativity and performative interaction in playground games and songs. In Proc. BCS HCI 2010, ACM Press, 299--308. Google ScholarGoogle ScholarDigital LibraryDigital Library
  55. Switch2Health 2013, The Gamification of daily exercise -- http://www.s2h.comGoogle ScholarGoogle Scholar
  56. Tudor-Locke, C., Bassett, B. R., Swartz, A. M. et al. 2004, A preliminary study of one year of pedometer self-monitoring. Annals of Behavioral Medicine, 28, 158--162.Google ScholarGoogle ScholarCross RefCross Ref
  57. Van den Hoven, E. 2004, Graspable Cues for Everyday Recollecting. PhD thesis, Technische Universiteit Eindhoven, The Netherlands.Google ScholarGoogle Scholar
  58. Vande Moere, A. 2008, Beyond the tyranny of the pixel: Exploring the physicality of information visualization. In Proc. IV'08. Google ScholarGoogle ScholarDigital LibraryDigital Library
  59. Vande Moere, A. and Patel, S. 2009, Analyzing the design approaches of physical data sculptures in a design education context. In Proc. VINCI'09.Google ScholarGoogle Scholar
  60. Waern, A., Marques-Segura, E., Moen, J. and Johansson, C. 2013, The Design Space of Body Games: Technological; Physical; and Social Design. In Proc. CHI '13, ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  61. Weinberg, R. S. and Gould, D. 2006, Foundations of Sport and Exercise Psychology. Human Kinetics, Champaign, IL, USA.Google ScholarGoogle Scholar
  62. Zimmerman, J., Forlizzi, J. and Evenson, S. 2007, Research through design as a method for interaction design research in HCI. In Proc. CHI '07, ACM Press, 493--502. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. SweatAtoms: materializing physical activity

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Other conferences
      IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
      September 2013
      243 pages
      ISBN:9781450322546
      DOI:10.1145/2513002

      Copyright © 2013 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 30 September 2013

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      IE '13 Paper Acceptance Rate20of51submissions,39%Overall Acceptance Rate64of148submissions,43%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader